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[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 2:20 am
by Leticia Hernandez
In response to the concerns about the river, I don't know if it's immediately obvious, but it's on the wealthy side of the river. http://uesp.net/wiki/Morrowind:Balmora, at least, Balmora has several "districts," one of which is Labor Town. I'm hoping to give each one its own unique flavor. And, on that note...

I think splitting the wealthy from the poor is a good idea. One side of the city has all the shops and manors, and the other has small housing, skooma addicts and Thieves. So it works.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 3:41 pm
by Thema
I have some quick edits of a "Seyda neen" Nothing special. just whipped up for my own playing, if you want it/want to take a look at it. The thing it has which might be a bit over the top if the vertex colored underwater which is blue to enhance the feel of depth in the water and also to give the water different hues.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 6:02 pm
by Zosia Cetnar
Im workin on modelling Vivec meshes like the concept art made it, you are welcome to use em when they are done.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 4:10 pm
by Riky Carrasco
Briefly- @C Mireneye I think for Seyda Neen, the only major changes I'm going to make are going to be over the water (docks, etc.).

@zackg Do you mean the open-topped cantons? Or something else? I think I'm the only person on these forums who prefers the closed cantons ;)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 5:55 pm
by Ross
http://www.uesp.net/wiki/File:MW-Concept34.jpg

Im in the middle of recreating that.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 10:46 pm
by Chloe Botham
http://www.uesp.net/wiki/File:MW-Concept34.jpg

Im in the middle of recreating that.

@zackq. Can you tessellate them a little when doing them, the base floor have so big faces, engine can't lit them. Read http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1026266&view=findpost&p=14857243 post about the issue.

http://www.gamesas.com/bgsforums/index.php?showtopic=879099&st=0&p=12833607&hl=vivec&#entry12833607

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 9:51 pm
by des lynam
@zackq. Can you tessellate them a little when doing them, the base floor have so big faces, engine can't lit them. Read http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1026266&view=findpost&p=14857243 post about the issue.

http://www.gamesas.com/bgsforums/index.php?showtopic=879099&st=0&p=12833607&hl=vivec&#entry12833607



I dont exactly understand what you are asking me to do. Divide the floor into smaller faces?

PM me about this so we dont hijack.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 2:38 pm
by Kim Bradley
I see you have a bit of a "thief's road going there - I was thinking a while back that would be an interesting addition to cities. The very first time I played Morrowind on the XBox, I was forever trying to jump on top of walls and so on to try to get into buildings. *chuckle*

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 1:38 am
by Mason Nevitt
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5.jpg?t=1251254913

The rightmost "thief's road" is gone, I was just too lazy to take another screenshot. I decided it didn't seem to fit in that part of town, which seems a bit more respectable. And I included a statue of St. Olms, who's the patron saint of beggars and paupers, so he seemed appropriate. Again, comments, concerns, etc?

EDIT: BTW, these screens aren't "final," I'm just getting the major themes of what I want out of each area kind of sketched out. I'm planning on adding more clutter (loose paper, empty bottles, etc.) to the poorer areas, for example, and maybe a couple of patrons at the riverside cafe ;) They probably won't move or have any fancy dialogue, though.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 8:59 pm
by DAVId Bryant
Overall, I rather like it. However, I think the board bridges may need a little work. The single boards going across adjacent roofs are fine, but the ones nailed to each other across the streets strike me as more than a bit unstable even without hanging anything or anyone on them. I really don't see them staying that way for a few minutes, let alone for days of inclimate weather and stress.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 1:09 am
by Siidney
I think the board bridges are kinda crappy no offense.
The ones between buildings are fine, but the ones going across the street, just doesn't look right........

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 8:56 pm
by Rob Davidson
Haha, you aren't saying anything that I haven't already fretted over (and continue to fret over). As I said in my earlier post, http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5-1.jpg bridge is now gone, and the other one is, shall we say, a work in progress :P

Thanks for the feedback :)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 4:10 pm
by Charlotte Henderson
There's one new "trader" you could add without going outside the concept of the area.
In the trade area there is that back alley that has had the ground shaded darkly and has no lighting and usually no NPCs walk down that area. Great place for a shadey dealer.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 10:21 am
by Laura Shipley
Technical question- I added a merchant with his wares laid out on a rug behind him, and I've set the items to be owned by him, but when you steal them, he essentially says "knock it off" but doesn't retaliate, and the guards don't come running. How do I fix this?

Also, I decided that a few NPCs will be necessary in some of the areas (merchants, patrons at the riverside dining area, etc.), so I'm changing the OP.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 11:15 am
by Stephanie I
set his alarm higher in the CS.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 6:23 pm
by bimsy
Thanks, that (sort of) did the trick. Now, though, the merchant attacks me the way he's supposed to, but the guards don't care even though I get the message that my crime has been reported. If I talk to one of them, I get the usual "STOP RIGHT THERE CRIMINAL SCUM" but even if I resist arrest, only the one that I spoke to will attack me. Any ideas?

EDIT: New screens:

http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5-2.jpg
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora6.jpg

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 10:51 pm
by bonita mathews
looking good.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:11 am
by Shelby McDonald
Thanks, that (sort of) did the trick. Now, though, the merchant attacks me the way he's supposed to, but the guards don't care even though I get the message that my crime has been reported. If I talk to one of them, I get the usual "STOP RIGHT THERE CRIMINAL SCUM" but even if I resist arrest, only the one that I spoke to will attack me. Any ideas?

EDIT: New screens:

http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5-2.jpg
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora6.jpg

looks like the statue is in the way of that door
move it back some, imo
and it looks better without the bridge across the street

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 1:30 pm
by Nick Tyler
Is there any way to remove my mod's reference to something in the CS? I was editing some dialogue for my merchants and I accidently "edited" some of the dialogue for the Buoyant Armigers (edited in air quotes because the actual dialogue is the same, I just somehow interacted with it). I don't want an unnecessary conflict like that if I can avoid it :(

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 11:38 pm
by cassy
Is there any way to remove my mod's reference to something in the CS? I was editing some dialogue for my merchants and I accidently "edited" some of the dialogue for the Buoyant Armigers (edited in air quotes because the actual dialogue is the same, I just somehow interacted with it). I don't want an unnecessary conflict like that if I can avoid it :(


there sure is. Use TESAME to remove the dialogue change from your mod and you are good to go :)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 12:22 pm
by Becky Palmer
there sure is. Use TESAME to remove the dialogue change from your mod and you are good to go :)

Or Enchanted Editor, which I find a bit more user friendly. Well, it has nice Icons for everything anyways.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 12:32 pm
by jessica robson
Ok, thanks to both of you :)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 3:16 pm
by MarilĂș
This is absolutely gorgeous! I can't wait for the release. Will be an immediate download. You night want to take a look at Balmora Ghetto (I think that's the name). Only changes the poor side of town, but does very similar things. I like it quite a bit, but it will likely conflict with yours. Don't make me choose! ;)

Also, thanks for putting me on to The Dock Clutter mod. Didn't know about that one and grabbed it right away!

Are there any other mods like this that I should know about?? I love this kind of thing. Adds stuff w/o changing the game. Fantastic!

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 8:02 pm
by Liv Brown
I agree, will be a must have once finished =)
Umm, if you are interested, here is what I have done to Seyda Neen:
http://i30.tinypic.com/1072n14.jpg

That covers most of my additions, like 80%

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 6:00 pm
by Leilene Nessel
I agree, will be a must have once finished =)
Umm, if you are interested, here is what I have done to Seyda Neen:
http://i30.tinypic.com/1072n14.jpg

That covers most of my additions, like 80%

Holy crap that's awesome! That would make a great foundation for a Seyda Neen replacer, then I could focus on the docks...